The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet network (online or online). Learning carried out online creates many problems, so it is considered ineffective and causes learning loss. Various methods have been taken to overcome this learning loss, including collaborating with various parties and issuing various regulations. In addition, teachers are also required to provide a new spirit in creating and innovating to provide effective, efficient, and competitive learning media. One way is to do educational game-based learning. Educational games are considered adequate for overcoming learning losses because learning media with educational games require players to participate in determining...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Educational game promotes self-learning of students and allows them creating positive associations r...
The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet...
Learning through interactive media gives additional value to the educational world because it enable...
The COVID-19 pandemic that emerged at the beginning of 2020 has influenced all aspects of life, lead...
The COVID-19 pandemic that emerged at the beginning of 2020 has influenced all aspects of life, lead...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
The Covid-19 crisis has not only affected our daily lives but also our education system, as now, the...
(PANDEMIC Covid-19) is an educational shooter game inspired by the Covid-19 pandemic which occurred ...
The Covid-19 outbreak encourages the use of digital technology in the learning process. Educational ...
With the development of media technology and game evolution, games are endowed with multiple purpose...
Covid-19 became a worldwide health hazard with severe educational ramifications in 2020. Government...
The experiential learning process is a relevant method used to enhance understanding of the field an...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Educational game promotes self-learning of students and allows them creating positive associations r...
The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet...
Learning through interactive media gives additional value to the educational world because it enable...
The COVID-19 pandemic that emerged at the beginning of 2020 has influenced all aspects of life, lead...
The COVID-19 pandemic that emerged at the beginning of 2020 has influenced all aspects of life, lead...
During the COVID-19 pandemic, educational mobile games may play a significant role to facilitate stu...
The Covid-19 crisis has not only affected our daily lives but also our education system, as now, the...
(PANDEMIC Covid-19) is an educational shooter game inspired by the Covid-19 pandemic which occurred ...
The Covid-19 outbreak encourages the use of digital technology in the learning process. Educational ...
With the development of media technology and game evolution, games are endowed with multiple purpose...
Covid-19 became a worldwide health hazard with severe educational ramifications in 2020. Government...
The experiential learning process is a relevant method used to enhance understanding of the field an...
© Kassel University Press GmbH. A modern school deals with a generation of students who were born an...
Among the latest models of teaching are those that rely on technology, especially the Internet, and ...
Games are increasingly becoming common in learning environments, and to match the requirements of d...
Educational game promotes self-learning of students and allows them creating positive associations r...